MECHANICS Character Creation

Status
Not open for further replies.

rissa

the clairvoyant pterodactyl
Original poster
VENGEANCE
DONATING MEMBER
MYTHICAL MEMBER
Welcome to the Wasteland's Character Creation Station!


Between Origins and Factions Fallout: Requiem has a place for everyone's creativity. The options listed below are only a starting point to create richly unique characters and the personal arcs you'd like to explore with them. As the forum's DM, I’ll work with players to create, customize, and build to the extent of my own creative vision— but F:R is built for everyone and if you don’t want to stick to canon, you don't have to. Simply tag your character(s) and roleplay searches as #fanon and revel in your creativity!

Described in depth below are the Origins and Factions pre-approved for A Requiem for Spring.



Index

a. Origins of Life

  1. Human (Vault Dweller)
  2. Human (Wastelander)
  3. Ghoul (Types II, III)
  4. Super Mutant
  5. Synth (Types II, III)

b. Factions

  1. Vault 120
  2. Raiders
  3. Sons of the Machine
  4. Children of the Fen
  5. Defiant Sisters
  6. Travelling Joes

c. Character Sheet

  1. CS Outline
  2. CS Template
  3. Phoenix Pontifex's Special Stat Breakdown
 
Last edited:
  • Creepy
Reactions: firejay1



Character Sheet






code by nemo
 
  • OMG
Reactions: firejay1
Character Sheet


Name:

Nicknames/Titles/Alias(es):

Origin: (Refer to the Origin of Life section for reference; what type of person are you playing? Human? Ghoul? Synth?)

Age: (Include a perceived age if playing an Origin with an extended lifespan.)

Appearance: (A brief description of what they look like and any other distinguishable features they may have.)

Faction: (Where does your character’s allegiance lie? Give a brief description on how they joined their faction (and/or how they fled it) and what kind of choices and actions they made during their tenure.)

Character Audit: (A 1-2 paragraph character pitch that enlightens us on who they are, what they do, their drives, motives, and fears, how they protect themselves in the Wasteland (if they're out there), personality quirks, and key moments in their past that's made them who they are today.)


S.P.E.C.I.A.L

*At creation you'll have 21 points to distribute between the seven traits that make you special.*

With that being said, however, all A Requiem for Spring players may add an additional 15 points to their character sheets, as I want them to be established within the surrounding world before we begin.​


Feel free to put as much or as little thought into this as you’d like! Not only are they visual at-a-glance descriptors for your character and what makes them unique, but also a way for me (and other GMs) to balance, craft, and gauge the difficulty of encounters we’re planning.


Strength: 1
Perception: 1
Endurance: 1
Charisma: 1
Intelligence: 1
Agility: 1
Luck: 1



[ 21 + 15 + the six 1s already there = 42 total points ]

[ Stats max out at 10 ]

[ 5 = a little more than average ]

A Note to GMs: While free to alter the number of points one can distribute at character creation for your own games and plots therein, I recommend you stick close to the number 21 unless you’re looking for an extra gritty feel for your narrative.



Fun (But Optional!) Additions //

While I would love to see these bits filled out, I realize character creation is not for everyone. What's below can be briefly mentioned in the character audit if it inspires you, but don’t feel obligated to elaborate if it’s sapping your creativity.


Caps: (You have two options for starting wealth: F:R default of 850 caps OR roll 10d100s. Big risk, big rewards.)

Inventory, including Weapons & Armor: (Vault 120 dwellers will receive a specific array of equipment, but they’re free to grab any additional items from around the vault they have access to. Players from different factions may have different equipment — Only the strongest of Raiders have access to Power Armor, while almost every member of the Defiant Sisters do. Likewise, the Children of the Fen downright refuse to use ballistic weapons and instead focus on an overwhelming offensive assault in cleverly laid traps, all while the Sons of the Machine use laser weapons exclusively.)

Fighting Style: (Guns or blades? Ballistics or lasers? Plasma? Machetes and daggers? Baseball bats?)

Companion: (Vault 120 dwellers will not have access to a companion at character creation (though the option to persuade or purchase one’s service will be on the table at a later date), but those who’ve grown up in the Wasteland are free to create such a character— with the understanding that they’re “side-characters” first and foremost, meant to aid the forward momentum in the characters and narrative. Their Origin of Life may be any of the ones listed, as well as an animal* or perhaps one of General Atomics' line of multipurpose Mister Handy robots.)

Miscellaneous: (Optional. Anything else that doesn’t fit into the above.)


*Typically a canine, but I’m open to other suggestions 👀


Scroll to Top
 
  • OMG
Reactions: firejay1
Written by Phoenix Pontifex - Visit the original post here!


@latitha found this excellent resource regarding Special Stats and I wanted it to be easily accessible read/reference for those contemplating creating a character. This is not a mandatory read, but rather a good reference point if you start overthinking your Special Stats or just want to know more!



The Basics


Alright, most everyone knows what Special Stats mean in game terms. Strength is carry weight, melee damage. Agility is AP, sneaking skill. Etc. Everybody gets that.

So in this blog I'm looking more at what Special Stats mean when it comes to describing a character. I had this idea due to a lot of OCs misusing Specials and having incorrect or just incoherent descriptions (I'm looking at characters with 1 luck for no reason, or mentally disabled characters with 4 int, or somewhat charming characters with 9 cha).

I'd like to start with a simple question.

What exactly are Special Stats good for?


Special Stats are the best way to briefly describe a character archetype. If you know what the stats mean, you can get a relatively in-depth glimpse of who somebody is purely from the numbers. Take a look at this.

S 10, P 3, E 10, C 3, I 3, A 3, L 8

What can one gather from these numbers alone?

A character with these stats is obviously a hulking, unlikable brute that favors melee combat and is far from bright; they also tend to often have fate on their side, oddly.

That tells the reader a lot right off the bat, which is why Special Stats are such a useful tool when making OCs. But don't over-rely on Specials as a tool to describe characters, and don't skimp out on thoroughly describing character personality as far as ideology and feelings go; and remember, unless they are literally braindead, there's no such thing as an OC with no ideology.

So, another, equally important question. What are Special Stats not good for?


Well, let's look at what we didn't learn from those numbers.


  • Views or thoughts about anything
  • Morality or alignment
  • Emotions and personal feelings
  • Personal integrity and honor
  • Worldly connections
  • Character personality and flaws

These are obviously all essential details of a well-made OC, and none of these are really even hinted at by Specials and can vary no matter what numbers your character has attached. This is why some people add "extra stats" like honesty or temper, which I feel aren't described well by a number as opposed to a short sentence.


Now, to the main idea.


What the fuck do the numbers mean?


The main point is, a lot of people don't use numbers correctly (imo) when it comes to describing Special Stats; this is the reason I originally made the Special Stat descriptions as part of the template that later became the Frankenstein Template; but that relies on people describing the stats on their own, and while it can be done well, often still doesn't accurately describe what the stat represents or how it should be presented for the character.

The simple answer?


  1. Terrible. Unable to make use of the stat.
  2. Slightly better. Barely able.
  3. Pretty bad. Can live with help.
  4. Bad but can handle themselves.
  5. Average.
  6. Above-average. Can do this pretty well.
  7. Really good. Can do this better than most.
  8. Crazy good. Probably the best anyone knows.
  9. The result of lifelong effort.
  10. Simply legendary, unrealistic for anyone else.

But this should be obvious. The more important question being, what exactly does this look like for any stat? How should my character act if they have, for example, very low perception? So let me explain, from the top.



Strength


Overall measure of physical strength. Lifting, throwing, applying force in general. Literally the cave man stat.

1: Extremely weak. Likely slow moving and barely able to lift own body properly unless they are quite light. Trouble lifting small objects and unable to use any weapon properly. Immobile in anything but light clothing, and can't carry much of a load. Needs help to stand or can't at all. This strength often applies to infants, severely ill, and permanently disabled characters.

2: Very weak. Trouble handling small weapons but can lift them without intense effort. Still struggles moving in armor or carrying objects without assistance. Often applies to severely injured or ill characters, and such characters may not function properly as people. Considered physically disabled.

3: Noticeably weak. Can properly handle small weapons, but may struggle with medium-caliber rifles and large melee weapons. Can wear light armor without issue, especially if they are a lighter individual. Needs help carrying anything heavy. Often applies to children and stunted characters.

4: Functionally weak. Can handle small weapons with ease, and medium-caliber rifles, but without proficiency. Can wear medium armor with a little physical strain. Can carry some light equipment easily. This strength often applies to young workers and men without any need for strength, but can easily get by daily life.

5: Average strength. Can handle small and medium sized weapons with proficiency, struggles with large-caliber rifles and heavy weapons unless mounted, and cannot properly use large melee weapons. Can handle medium armor, but slowed by heavy armor. Can carry a reasonable amount at once. This strength often applies to average wasteland travelers such as merchants, prospectors, and workers.

6: Strong. Can easily handle medium weapons, and can use larger weapons with training. Feels brisk in medium armor, and can wear heavy armor with some physical limitation. Can carry a good bit of gear. This strength often applies to seasoned wastelanders, survivalists, and competent soldiers.

7: Muscular. Can use larger weapons without much issue, still struggles with large caliber machine guns or enormous melee weapons without assistance. Can wear heavy armor with minimal issue. Can carry loads of gear at once. Often applies to those with an emphasis on their strength and actively train it, such as dedicated melee combatants.

8: Very muscular. Can use large weapons with ease, and very large weapons with training; fists are now considered lethal weapons. Feels brisk in heavy armor. Carries tons of gear, and can easily carry things for others. Probably the strongest person someone may reasonably have met. Often applies to only the most dedicated body builders or brutal savages.

9: Extremely powerful. Can use huge weapons with minimal difficulty, able to break down walls with their arms, and lift objects double their size. Moves like water in the heaviest armor, able to carry incredible amounts of items. Only applies to the most powerful strongmen in the wasteland, often through lifelong triumph.

10: Inhuman strength. Can use giant weapons with ease, able to K.O. deathclaws, and probably well-known for tearing power-armored soldiers limb from limb with their bare hands. Has no issue wearing solid metal or stone for hours at a time, and able to move swiftly when loaded like a pack brahmin. Only applies to truly legendary individuals, as no amount of dedication could lead to such feats besides otherworldly blessings.


Perception


Overall measure of perceptive acuity, awareness, and intuition. Includes common sense and judgement. Like intelligence but cooler.

1: Seemingly incapable of perceiving anything in their surroundings, and likely does not respond to stimuli at all. Often applies to characters that are severely dazed or comatose.

2: Severely lacking in awareness. Barely able to perceive surroundings accurately, not unlikely to miss major features and be generally unaware of themselves unless given large amounts of time to analyze their surroundings. Will act with little thought regarding their situation. Often applies to characters with severely degraded sensory organs, or brain injury. Considered physically and/or mentally disabled.

3: Noticeably unaware. Able to perceive surroundings semi-accurately often, commonly misses anything besides major details. Often acts rambunctiously without much regard to themselves or others. Often applies to obtuse individuals without care for perception. Considered a minor disability.

4: Functionally unaware. Rarely picks up on fine details, but functions well enough to live normally. Often disregards forethought, but may only if it will be very beneficial, but sometimes fails to apply common sense to situations. Often applies to children and impatient characters.

5: Average perception. Sometimes notices fine details. Weighs situations reasonably well if needed, and can make alright decisions without outside help. Has no issues hearing or seeing properly. Applies to most individuals without keen senses, such as normal wastelanders and merchants, as well as town citizens.

6: Perceptive. Often picks up on finer details. Quick-witted thinker and has the forethought to make good choices for themselves and others. May have keen eyesight or hearing. Often applies to those with need for such skills, like survivalists or soldiers.

7: Very perceptive. Almost always picks up on fine details, and sometimes can make quite accurate assumptions based on prior knowledge. Very logical and a thinking man. Often has great senses. Often applies to those who make great use of their perception, such as wasteland veterans, politicians, or skilled thieves.

8: Incredibly perceptive. Never misses fine details, and can often make accurate assumptions based on little prior knowledge. Great eyesight and hearing, and uses their senses effectively in any situation. Probably the best decision maker anyone may know. Often applies to experienced survivalists, sharpshooters, and detectives.

9: Extremely perceptive. Notices details that would be invisible to average senses, and can make accurate logical assessments with little prior knowledge. Uses all available information at all times to come to the best possible conclusions. Outstanding senses. Often applies to storied sharpshooters, incredible tacticians, and commanders of nations.

10: Inhuman perception. Perceives details scientifically impossible for humans to pick up. Can make stunningly accurate logical leaps with next to zero knowledge. Likely well-known for their uncanny ability to reason beyond the capabilities of a normal human, and relied upon for their unmatched wisdom. Only applies to truly legendary individuals, as no amount of dedication could lead to such feats besides otherworldly blessings.


Endurance


Overall measure of physical fortitude, stamina, and general ability to stay standing despite conditions.

1: Extremely frail. Reacts violently to anything foreign in the body, very brittle skeleton, and likely unable to stand without self-injury. Often applies to infants and dying characters.

2: Very frail. Barely functioning immune system, often has severe bodily injuries from what would be minor damage to the average person. Needs extensive medication to live normally. Often applies to severely injured or dangerously ill characters.

3: Frail. Low-functioning immune system, and will be left bedridden from minor disease. Fragile limbs and suffers extreme pain when damaged. Cannot sprint for longer than a dash. Often applies to stunted or injured characters.

4: Functionally frail. Weak immune system, affected by disease more often and more violently than the average person, but managed reasonably well without medication. Slightly fragile skeleton, may be inflicted with great pain from lighter attacks. Often applies to children and those with underlying physical issues.

5: Average endurance. Average immune system, sometimes afflicted by sickness but can often overcome without help. Can easily withstand minor bodily damage, and major damage given time to heal or medication. Severe damage such as gunshot wounds will immediately incapacitate. Can perform reasonable labor without being too tired out. Often applies to average workers or service personnel.

6: Durable. Well oiled immune system, not often afflicted by major disease, and handles it well when it does happen. Can withstand major damage without much trouble, given time to heal later. Severe damage will not incapacitate immediately, but will prove fatal if left untreated. Extreme damage will kill immediately. Can perform a lot of labor in a day, and not easily winded. Often applies to wasteland wanderers, recruit soldiers, and traveling merchants.

7: Very durable. Very sturdy immune system, can shrug off mild sickness and keep going strong. Can withstand major damage without help, and severe damage given time to heal. Extreme damage will incapacitate immediately. Can run marathons without unbearable physical strain, and doesn't need much rest to recover from damage. Often applies to veteran wastelanders and elite soldiers.

8: Incredibly durable. Powerful immune system, and can passively recover even from major illness while in the wastes. Can withstand severe damage without much pain, and can survive extreme damage with time to recover afterward. Rarely feels too tired to keep going. Often applies to expert survivalists, veteran rangers, and revered soldiers.

9: Extremely durable. Virtually unmatched immune system, rarely afflicted by the most deadly sicknesses and has great odds of survival if they are. Can withstand extreme damage and continue fighting, albeit suffering pain unimaginable to the average body. Practically impossible to tire. Often applies to storied survivalists, only the most hardened elite soldiers, and those who have suffered pain unimaginable and managed to survive only by their own grit.

10: Inhumanly durable. Untouched by illness, and suffers none if afflicted. Can withstand extreme damage without a scratch. Probably well known for deflecting .50 BMGs with their abs. Never feels tired unless being in extreme stress for days, and rarely feels pain that is not bearable. Only applies to truly legendary individuals, as no amount of dedication could lead to such feats besides otherworldly blessings.


Charisma


Overall measure of social presence, aura, and force of personality. Commonly misinterpreted as "likeability," when it more accurately represents social form and ability to influence others by way of personality.

Ex. A universally hated figure of power may have high charisma if their presence passively demands attention, and don't have issue bending others to their will.

1: Very repulsive. Acts very strangely around others, and unable to have meaningful interactions. May be unable to interact altogether. Considered mentally disabled.

2: Repulsive. Has a hostile aura to others, and finds it very difficult to interact meaningfully. Often misconstrued as mean or rude even if they are not. Often applies to wasteland wretches and hermits.

3: Strange. Has trouble interacting with others and interpreting their interactions. Considered either very boring or very rude. Often applies to outland farmers and young tribals.

4: Abnormal. Considered somewhat boring and might sometimes make people uncomfortable, but has a general idea of how to interact with other people. Often applies to city rejects and beggars.

5: Average charisma. Doesn't have issue carrying conversation and getting their point across when needed, but doesn't stand out much and isn't confident in debates. Often applies to average workers and wasteland travelers.

6: Charismatic. Interesting and can get their way if they know who they're talking to. Remains confident when talking to people they don't know. Often applies to gang members and street-smart wastelanders.

7: Very charismatic. Well-known in their circles and recognized for being cool-headed and confident. Has a good amount of sway even on those they are unfamiliar with, and is good at generalizing people based on mannerisms. Often applies to sly merchants and experienced thieves.

8: Incredibly charismatic. Likely quite well known and great at keeping their cool in all kinds of situations, especially around others. Reads others well and knows how to get their way around all sorts of individuals. Usually either very respected or very feared. Often applies to merchants masters, gang leaders, and politicians.

9: Extremely charismatic. Known far and wide as an extraordinary individual, and great at keeping up that image to their own benefit. Reads other people almost subconsciously and finds exactly how to get what they want out of other people. Definitely either very respected or very feared. Often applies to cult leaders, presidents, and other figures of power.

10: Inhumanly charismatic. Known across many regions for their skills in diplomacy or intimidation. Has the uncanny ability to know the thoughts and feelings of those around them beyond what should be perceptible, and bends those around them to their will without any effort. A figure of absolute social power. Only applies to truly legendary individuals, as no amount of dedication could lead to such feats besides otherworldly blessings.


Intelligence


Overall measure of mental capacity, worldly knowledge and the ability to apply that knowledge.

1: Animalistic. Unable to collect and/or retain knowledge, or use it to their benefit. Unable to speak or communicate beyond the most simple actions. Entirely driven by instinct. Considered mentally disabled.

2: Extremely limited intelligence. Little capacity to learn and reason. Illogical most of the time. Acts primarily on instinct and takes immense effort to even begin learning new skills, especially less physical ones. Can only communicate in simple language. Often applies to isolated individuals who had no opportunity to learn to comprehend different subjects in their formative years.

3: Limited intelligence. Has trouble using logic and often ignores anything they find slightly complex, and is often forgetful, especially of nonessential details. Can communicate effectively, but often struggles to express detailed information to others. Often applies to disadvantaged individuals without any emphasis on learning throughout their life.

4: Functionally limited intelligence. Some issues conveying information and takes a lot of effort to solve anything complex. Can function as an average person only if given large amounts of time and effort to do so. Has trouble learning and applying new skills. Often applies to those with little education in their formative years, such as average tribals.

5: Average intelligence. Rarely struggles to convey basic details, but can be overwhelmed by overly complex situations. Reasonably logical reasonably often, and has appropriate skills for their trade, but probably not much beyond that. Often applies to semi-educated individuals such as average workers, merchants, and soldiers.

6: Intelligent. Has good grasp of all essential skills for their line of work, and probably has their hands in other places simultaneously. Better than the average person at comprehending new concepts and putting new skills to practice. Often applies to educated indivuduals with good knowledge of the wider world, such as survivalists and students.

7: Very intelligent. Great at learning new skills on their own by trial and error, and finds knowledge in many daily activities. May be the sort to experiment themselves with things they've experienced. Can probably teach others effectively, and has great logical thinking. Often applies to highly educated individuals such as men of science, doctors, and politicians.

8: Incredibly intelligent. Very effective in their own fields and puts their knowledge to application in all situations to their benefit. Finds new, inventive ways to use knowledge they already possess, and has no trouble learning and remembering the intricacies of concepts new to them to their benefit later on. Often applies to highly educated and gifted individuals such as extensively trained scholars and those in positions of power.

9: Extremely intelligent. Very knowledgeable in many different areas, most often in science or mechanics, but also in tactics or other fields. Probably very well known for their innovative ability, and can find logically sound outcomes for many of their common situations. Often applies to highly educated savants who make use of their full abilities, such as revolutionary scientists, leaders of nations, and famed military commanders.

10: Inhuman intelligence. Extremely knowledgeable in almost all aspects, and keeps track of and utilizes all this information effectively on the fly. Likely famed for their intelligence and pure, unfiltered logic. Has no trouble immediately comprehending scenarios too complex for the average human mind to even begin to understand. Only applies to truly legendary individuals, as no amount of dedication could lead to such feats besides otherworldly blessings.


Agility


Overall measure of nimbleness, dexterity, coordination, and reflexes. The ability to move swiftly and with efficiency.

1: Barely mobile. Likely cannot stand properly and cannot move without significant effort. Incapable of any action requiring more than absolute basic coordination. Considered physically disabled.

2: Somewhat mobile. Can stand and walk, but may have difficulty staying on their feet when running. Has trouble performing actions with their hands and cannot hold them steadily. Often applies to physically disabled or severely injured characters, especially those with nerve damage.

3: Very clumsy. Can walk and run normally, but sometimes trips over objects or themselves. Cannot perform intricate motions with their hands. May walk stiffly and without good rhythm. Terrible reaction time. Often applies to brutish klutz characters with brash, stiff movement.

4: Clumsy. Doesn't have issue moving around normally, but will easily lose their footing on difficult terrain. Needs careful survey of their surroundings to move efficiently. Spotty reaction time. Often applies to children and similarly slow individuals.

5: Average agility. Can easily maintain stance and move around solid terrain without issue, though also without elegance. May struggle and be forced to move slowly on slippery or otherwise hazardous ground. Average reaction time. Often applies to average workers, farmers, and others who's profession relies little on their agility.

6: Agile. Generally light on their feet and not bad at navigating harsh terrain without issue. Moves around with good coordination and subconsciously finds efficient paths. A good climber and quick runner. Good reaction time. Often applies to wasteland travelers that must make good time, such as prospectors and merchants, as well as well-traveled tribals.

7: Very agile. Very quick and smooth with their actions, and performs with great dexterity. Good at traversing all kinds of land quickly and fluently. Probably quite strong relative to their body weight. Flexible and great at climbing and other acrobatics. Great reaction time. Often applies to dexterous individuals such as thieves or gunslingers.

8: Incredibly agile. Moves like water and takes great care with every intricate movement of their body. Never makes a mistake when it comes to moving around or doing motions with their body in general. The way they move around may appear interesting to the average person. Can easily perform acrobatics and scale walls without any protective equipment. Very reactionary and never hesitates when threatened. Often applies to those powerful with their hands, such as pistol duelists and users of swords, as well as hardcore individuals that traverse vast swathes of land on their feet.

9: Extremely agile. Capable of incredibly precise movement that is both effective and energy efficient. Very dexterous with their movements and practically untouchable in melee combat. Very light on their feet and can run and climb at blistering rates. Incredible reaction time that beats the average person before they can comprehend their movement. Often applies to the most seasoned wasteland veterans that have traveled extreme distances unassisted, such as expert explorers or veteran couriers, as well as the most powerful gunslingers that are praised far and wide for their ability with a pistol.

10: Inhuman agility. Some movements almost incomprehensible to average humans, moving very quickly and with astonishing dexterity and coordination, to the point where it may confuse the eye. Can move quickly and with elegance even across hazardous or slippery terrain. Great at dodging fast moving obstacles and avoiding the path of incoming bullets if they know where they are fired from. Lightning fast reaction time done extremely fluently with no hesitation. Only applies to truly legendary individuals, as no amount of dedication could lead to such feats besides otherworldly blessings.


Luck


Overall measure of..Luck? The most illusive and misunderstood Special Stat as far as character writing goes. Many, including myself, have misused the Luck stat before in writing OCs, which is why I feel it is important to set the record straight.

Overall measure of success, fortuity, and life-affecting positive or negative events that are entirely disconnected from karma, occupation, life choices, and all factors outside of the bitter random number generator running around the clock for every poor inhabitant of the wasteland. Luck is alive and well in Fallout, and it has never been more busted.

Keep in mind that low Luck does not mean very little good luck (as is how it is represented by many OCs that have low Luck because they "do not need" or "do not believe in" Luck), but is actually more aptly described as more bad luck, as opposed to little good luck. You'll notice that Luck does not have any listed "often applies to" individuals, as varying Luck can have different effects on all people from all walks of life.

1: Life-ruining luck. Often experiences major misfortune. Life seems to constantly throw near unbeatable hurdles constantly. As soon as one gets comfortable in their life, situations change and they're thrown back on their ass outside of their control. It takes extreme willpower to live a fulfilling life with such awful luck.

2: Abysmal luck. Sometimes experiences major misfortune. Often put down by changing situations and never getting their way on what should be 50/50 odds. Often hit with unexpected challenges from out of left field with no options but to face them head-on, just to be further humiliated by the forces of nature themselves.

3: Terrible luck. Often experiences mild misfortune. Can stay on track with their plans, but often hit with unavoidable difficulty in the face of otherwise smooth sailing. Usually not heavily damaging but certainly adding difficulty.

4. Bad luck. Sometimes experiences mild misfortune. Can be very inconveniencing but usually not overly threatening to general well-being. Rarely has good fortune.

5. Average luck. Not discernably lucky or unlucky. Will experience events easily attributed to either reasonably often.

6: Lucky. Sometimes experiences mild fortune. Can't often count on luck to help them out, but happens enough that they don't ignore it.

7: Very lucky. Often experiences mild fortune. Can count on luck to help them out when they're in a rut, and has a good track record as far as random fortunate events go.

8: Incredibly lucky. Sometimes experiences major fortune. Has luck on their side all the time, and has probably gained much over time through luck alone. Can count on luck in many circumstances to get them by safe. May be considered blessed in religious circles.

9: Extremely lucky. Often experiences major fortune. Incredible luck that is not ignored by them or by observers. Can rely almost entirely on luck alone and come out on top in many situations, and can easily trivialize most encounters.

10: World-defying luck. Constantly experiences major fortune. Luck is on their side at any place, any time, regardless of any other factors. Experiences luck only dreamed of by the average person, and turns games of chance into free wins with no effort at all. Even lacking in other categories, they may find unexpected success by way of incredible luck alone. Their luck is truly legendary, and no amount of dedication could lead to such feats besides otherworldly blessings.


Conclusion


I hope this serves as an appropriate guide to the meaning of Special Stats and works well as a reference when making stats for characters. I originally started it to give myself an easier time making NPCs for On the Fringe, but I figured other people could make as much use of it as I can when it comes to OC stats.

I encourage you to measure your existing OCs against this and see how accurate it is to what you imagined while writing them.

Obviously if there seems to be any inconsistencies or balancing issues, comment or pm me and I'll be happy to see to those because I want this to be as accurate and objective as possible. If this gets a lot of attention then I may do something similar for skills, but don't count on it because it would be a lot harder for me to make.



 
Status
Not open for further replies.